Lanthanide and Actinide

This is a discussion on Lanthanide and Actinide within the Game Programming forums, part of the General Programming Boards category; napkin I don't get in the way of other people that actually have something to teach to me, and I'm ...

Originally posted by Silvercord Yeah, I'm better at graphics programming than most (if not all) of you guys, but whose fault is that. It's kind of stupid to make stupid suggestions to someone who knows more than you...BIG STUPID FACES!

how can anyone disagree with that???? Silver is just such a super amazing graphics programmer, i mean look at this screen shot from his latest 3D graphics engine. i think the picture says it all.

and i can't tell if you are being serious perspecitve, that link doesn't work...it's probably a picture of super mario brothers to make fun of me or something, which would have been cool about thirteen years ago

Originally posted by Silvercord i think we should beat him up and make fun of his mother

and i can't tell if you are being serious perspecitve, that link doesn't work...it's probably a picture of super mario brothers to make fun of me or something, which would have been cool about thirteen years ago

i was just screwin with ya silver, all in good fun. The link works now (damn web host server was down for a bit)

"The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Donít just wait for The Right Thing to strike you Ė try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
-John Carmack

Perhaps the bug of looking down while running into walls does have an easy fix. Are you testing for wall collisions along the camera vector only or are you testing between the character's position and other polies in the game? The only way I could see walking through walls would be if you are testing along the camera vector which would effectively allow you to walk through walls while looking down. Because you are moving perpendicular to the ground and never get closer to it, you will never get a collision with the ground.

If this is true, then theoretically looking straight up would do the same thing, I cannot download the demo b/c I'm at work so this is just a guess as to why this is happening.

Better way to put this is that the view frustrum changes when you look down and up - if you are testing for collisions only inside of the view frustrum, then you will never get one while looking straight up or straight down. Your collision code should have nothing to do with the camera vector and everything to do with the movement vector. If you test along the movement vector, thus having nothing to do with the camera/view vector, you should be able to walk backwards, forwards, sideways into walls all while looking whichever direction you want to.

it's done with convex (normals point outwards) sets of planes that represent the geometry, and a simple algorithm that determines
1) whether or not you actually hit the actual geometry that is represented by the plane normals
2) the closest fraction of the intersection